MrOnak Posted June 4, 2014 Share Posted June 4, 2014 Wait what? x^y? That simple? Arrrrgh that would be nice in the documentation. Anyway thanks thats awesome Any other constants that are availeble? at the moment I already have a file that contains my own but it'd be good to know Link to comment Share on other sites More sharing options...
Joe32320 Posted June 4, 2014 Share Posted June 4, 2014 The 2 that I know of are for pi, which is "constant():pi", and for the gravitational constant G, which is "constant():G", however in 99.9% of cases you need to times G by the body you are orbiting's mass, which is the "standard gravitational parameter" , which you can get for each body using "body:MU". Link to comment Share on other sites More sharing options...
MrOnak Posted June 4, 2014 Share Posted June 4, 2014 Good to know thanks Link to comment Share on other sites More sharing options...
goldenpeach Posted June 4, 2014 Share Posted June 4, 2014 I have a little problem: I can't create new programs: I write "edit [name of the program]."(without brackets) but it doesn't do anything.Also, I found out that the plugin make my game crash very often: sometime the ship get corrupted(some part's missing), or the planet disappear.I guess this isn't normal(citation needed),anybody have an idea of what I didn't do correctly? Link to comment Share on other sites More sharing options...
erendrake Posted June 4, 2014 Author Share Posted June 4, 2014 I have a little problem: I can't create new programs: I write "edit [name of the program]."(without brackets) but it doesn't do anything.Also, I found out that the plugin make my game crash very often: sometime the ship get corrupted(some part's missing), or the planet disappear.I guess this isn't normal(citation needed),anybody have an idea of what I didn't do correctly?Which version are you running and where did you get it?you should try the new pre-release from github https://github.com/KSP-KOS/KOS/releases/tag/v12.2P1if you dont want to use a pre-release we should have a new full release with the editor in the next few days. Link to comment Share on other sites More sharing options...
goldenpeach Posted June 4, 2014 Share Posted June 4, 2014 I downloaded the version available on the this thread(the latest one I guess).I just tried the pre-release and it work! I can finally make some program(altrough they will be small program to do some small task I don't want to do myself(e.g: the complete abort sequence))!Thank you Link to comment Share on other sites More sharing options...
erendrake Posted June 4, 2014 Author Share Posted June 4, 2014 I downloaded the version available on the this thread(the latest one I guess).I just tried the pre-release and it work! I can finally make some program(altrough they will be small program to do some small task I don't want to do myself(e.g: the complete abort sequence))!Thank you I think an abort sequence is a great use for kOS, and there is nothing wrong with a short script if it adds value Link to comment Share on other sites More sharing options...
goldenpeach Posted June 4, 2014 Share Posted June 4, 2014 Yeah, the abort sequence should be easy to do.(even ifI say that for every scripts I do, before running into unexpected problems). ^^ Link to comment Share on other sites More sharing options...
SolarLiner Posted June 4, 2014 Share Posted June 4, 2014 Can you from the terminal bind programs to events? Like on scripts you can write "on AG1 set foo to foo+1." Can you then do from the monitor like "on AG9 run FooScript" ? Link to comment Share on other sites More sharing options...
Camacha Posted June 4, 2014 Share Posted June 4, 2014 I just thought I'd share a first glimpse of my autopilot Cool. Back in the pre direct input days I did some crude scripting to try something similar. Only having the lock command to control the craft made for an... interesting ride. I managed to have craft take off autonomously, fly to a certain location and circle around it, with the intention of making unmanned supply drops or remote monitoring possible. It tended to be quite wobbly though, causing inefficiency, instability and the occasional random failure. This looks a lot better. Link to comment Share on other sites More sharing options...
Camacha Posted June 4, 2014 Share Posted June 4, 2014 I think an abort sequence is a great use for kOS, and there is nothing wrong with a short script if it adds value Exactly, executing a couple of commands that need to be run quickly and reliably is what kOS is good at. It is no good fumbling around with buttons when things go awry. Link to comment Share on other sites More sharing options...
goldenpeach Posted June 4, 2014 Share Posted June 4, 2014 (edited) what is the action group number for "abort"?It will be useful for my abort sequence script.----------------------------------------------------------------EDIT-------------------------------------------------------------------------------------------------------------The plugin still break the game for me after a few launches(like two or three). Anybody has similar issue on mac?Anyone know how to fix that? Edited June 4, 2014 by goldenpeach Link to comment Share on other sites More sharing options...
erendrake Posted June 4, 2014 Author Share Posted June 4, 2014 what is the action group number for "abort"?It will be useful for my abort sequence script.Many of the "Actions" are named pretty simply. In this case abort is...ABORT Link to comment Share on other sites More sharing options...
Laie Posted June 4, 2014 Share Posted June 4, 2014 Is there any way to set or query the state of individual engines?The current problem: sometimes, Rapier engines automatically switch to rocket mode just before my script toggles the appropriate action group (turning them back to air-breathing, sending the ship spinning).I know that I could just trigger them with a larger safety margin. I also could check maxthrust. Both are somewhat indirect approaches, I'd rather check the engine itself if possible. Btw, if I could toggle engines directly from kOS without using an action group, that would be a big win. Link to comment Share on other sites More sharing options...
Lexx Thai Posted June 4, 2014 Share Posted June 4, 2014 @erendrake, current KOS version (12.2P1) cause KSP crash after reverting to launch.1. Revert to launchpad after aborted flight - vessel becomes to uncontrollable command pod, hovering in the air.2. After that, revert to VAB (it's possible yet). Launch again - ship with all launch clamps appears somewhere in a space with enabled engine effects, absolutely uncontrollable, and even "ESC" dialog don't working (window shows without any buttons). Link to comment Share on other sites More sharing options...
MrOnak Posted June 4, 2014 Share Posted June 4, 2014 Cool. Back in the pre direct input days I did some crude scripting to try something similar. Only having the lock command to control the craft made for an... interesting ride. I managed to have craft take off autonomously, fly to a certain location and circle around it, with the intention of making unmanned supply drops or remote monitoring possible. It tended to be quite wobbly though, causing inefficiency, instability and the occasional random failure. This looks a lot better.Thanks I'm halfway there to figure out the rotten coordinate system of KSP. Once that's done I'm certain I can do much more with the current logic, such as the things you mentioned. Automatic takeoff already isn't such a big deal but without knowledge how to query the current roll it ends up being luck. I tried to keep the angularvelocity along the axis compensated but that naturally is liable to drift over time so thats no use Link to comment Share on other sites More sharing options...
Dunbaratu Posted June 4, 2014 Share Posted June 4, 2014 @erendrake, current KOS version (12.2P1) cause KSP crash after reverting to launch.1. Revert to launchpad after aborted flight - vessel becomes to uncontrollable command pod, hovering in the air.2. After that, revert to VAB (it's possible yet). Launch again - ship with all launch clamps appears somewhere in a space with enabled engine effects, absolutely uncontrollable, and even "ESC" dialog don't working (window shows without any buttons).Can you show the KSP_Data/output_log.txt that occurs just after this happens (If you've played since then then you'll have to regenerate it, as it gets wiped each time you play the game)? I've seen this ages ago but the cause for me was running into the 3.8GB 32-bit program memory cap. What's happening if you see the black-screen launchpad is that KSP itself was unable to finish loading the terrain data for the planet Kerbin (which it didn't need while you were in the VAB). Going to launchpad causes a jump in memory usage so it's often the place where bugs due to the memory cap manifest. In my case it happened with the ages-old bug in kOS that caused the program to loop slower and slower over time, which was also causing it to use more and more memory each update tick, and the memory it was wasting wasn't being wiped when reverting to launch. But that bug has been gone for a long time now, so if you're still getting the black-launchpad then I'd guess there's a different memory issue (maybe caused by kOS, maybe not?) Link to comment Share on other sites More sharing options...
Lexx Thai Posted June 4, 2014 Share Posted June 4, 2014 Ok, I've post screenshots and /output_log.txt later.And no, i'm getting not black-launchpad, but empty ship construction except probe core (with kOS) on normal launchpad (after reverting after flight). After kOS removing, issue is gone. Link to comment Share on other sites More sharing options...
Camacha Posted June 4, 2014 Share Posted June 4, 2014 I'm halfway there to figure out the rotten coordinate system of KSP.I feel that we could really use more top level coordinates when it comes to that. Dealing with the KSP system is just unnecessarily painful. Link to comment Share on other sites More sharing options...
MrOnak Posted June 4, 2014 Share Posted June 4, 2014 I feel that we could really use more top level coordinates when it comes to that. Dealing with the KSP system is just unnecessarily painful.Heh, I agree. Thanks to this page by Steven however I think I figured out directions and positions - finally. That still doesn't answer my main gripe with rotation though. At least I think it doesn't but its late and I'm braindead.Having a probecore in orbit for half a day measuring directions and another one on the launchpad for some more time for heading information (which flips twice a kerbin-day thanks to the rotational reference frames) was too much. Link to comment Share on other sites More sharing options...
S.O.P.H.I.A. Posted June 5, 2014 Share Posted June 5, 2014 I'm getting a gamebreaking bug both in the current release version (12.1) and the prerelease version (12.2P1). Every single time I revert to the launchpad/runway, I end up with a floating cockpit, no other parts from my ship, and no control/physics. The only way out is to restart the game.I love this mod, but this is the most significant bug I've yet seen any mod cause. Link to comment Share on other sites More sharing options...
erendrake Posted June 5, 2014 Author Share Posted June 5, 2014 (edited) @erendrake, current KOS version (12.2P1) cause KSP crash after reverting to launch.1. Revert to launchpad after aborted flight - vessel becomes to uncontrollable command pod, hovering in the air.2. After that, revert to VAB (it's possible yet). Launch again - ship with all launch clamps appears somewhere in a space with enabled engine effects, absolutely uncontrollable, and even "ESC" dialog don't working (window shows without any buttons).I'm getting a gamebreaking bug both in the current release version (12.1) and the prerelease version (12.2P1). Every single time I revert to the launchpad/runway, I end up with a floating cockpit, no other parts from my ship, and no control/physics. The only way out is to restart the game.I love this mod, but this is the most significant bug I've yet seen any mod cause.Are you using RemoteTech? If so would you try turning off integration in the kOS config file and tell us if that is still an issue? im trying to narrow down the source of the trouble Edited June 5, 2014 by erendrake Link to comment Share on other sites More sharing options...
MrOnak Posted June 5, 2014 Share Posted June 5, 2014 *scratches head* at who was this aimed erendrake? I'm not btw, not in the copy that runs kOS. Link to comment Share on other sites More sharing options...
erendrake Posted June 5, 2014 Author Share Posted June 5, 2014 *scratches head* at who was this aimed erendrake? I'm not btw, not in the copy that runs kOS.Shoot, i had multi quoted some people days ago and didnt notice they were still selected Link to comment Share on other sites More sharing options...
S.O.P.H.I.A. Posted June 5, 2014 Share Posted June 5, 2014 Are you using RemoteTech? If so would you try turning off integration in the kOS config file and tell us if that is still an issue? im trying to narrow down the source of the troubleNope. No remotetech, and integration is off. This is my list of mods:Toolbar, Chatterer, FAR, Floorit, Kerban Joint Reinforcement, Kerbaltek, kOS, Infernal Robotics, Mechjeb, Scansat, and RasterPropMonitor.I could try running the game with only kOS and seeing if it causes the same bug. Link to comment Share on other sites More sharing options...
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